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matt.sucharski

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Posts posted by matt.sucharski


  1. 21 hours ago, Vineheart01 said:

    Hell, TECHNICALLY Sunny's ability procs when he rolls 0 dice (not sure how that'd happen and still be alive). Course it doesnt do anything cause 0 + 0 = 0.

    Captain Rex's Suppressive Fire condition + Weapons Failure critical damage card. It came up in a store champ I played last week. The victim wasn't Sunny, but Scum Nym. He fired an autoblaster with zero dice, then used Accuracy Correct to cancel the (null) results and add two hits. 


  2. Long Range Scanners prohibits acquiring target locks on ships at range 1-2, but Bodhi Rook allows friendly ships to acquire locks on ships within range 1-3 of any friendly ship. Let's say there's a Warden Squadron K-Wing with Long Range Scanners equipped. Bodhi Rook is the pilot of a friendly U-Wing. If an enemy is within range 1-2 of the K-Wing, could the K-Wing use an action to acquire a lock on the enemy ship? LRS says 'no', but Bodhi Rook says 'yes'. 

    I know there's been an FAQ regarding a somewhat similar situation in which two or more upgrades are opposed to one another. For example, there is a conflict between Nien Numb crew and the Stay on Target Elite Pilot Talent. In that case it has been ruled that the more disadvantageous outcome has priority: i.e., maneuvers selected via Stay on Target are always red, even they are straight maneuvers which Nien turns green. The FAQ does not, however, indicate that this is a general guideline for resolving analogous conflicts. 

    I've heard that Fire Control System will not trigger after attacking a ship at range 1-2 if the attacker has Long Range Scanners - but this is a different situation because Bodhi alters the map of possible target lock locations. 

    Any thoughts?


  3. Been flying this lately. Three stressers, an Ion Cannon Turret, and Rex's Suppressive Fire can lock stuff down. Roark's ability is really a wonderful tool in every game. Rebel Debuff. 

    X-Wing: •Biggs Darklighter (26)
            Integrated Astromech (0)
            •R4-D6 (1)

    HWK-290: •Roark Garnet (28)
            Vectored Thrusters (2)
            Ion Cannon Turret (5)
            Tactician (2)

    TIE Fighter: •Captain Rex (18)
            •Sabine's Masterpiece (1)
            Tactician (2)
            Inertial Dampeners (1)

    T-70 X-Wing: •Jess Pava (28)
            Integrated Astromech (0)
            •R3-A2 (2)
            Primed Thrusters (1)

    Total:  100/100


  4. It's also kind of neat that this Poe build can barrel roll, focus or evade, execute a green maneuver, and then boost even if he started with 2 stress.

    If he starts with 3 stress, he can execute a green, then boost and focus or evade. It's kinda crazy.

    If he is ionized and has two stress, he can still do a boost and focus or evade.

    Now, that's one hell of a pilot.


  5. 40 minutes ago, Biophysical said:

    The thing is that the Bombers can do even more damage on the initial engagement.  With LRS Bombers and Crack Shot (better than Deadeye/Chips in my opinion), you lock 2 bombers on one Scurrg and 2 Bombers on a second Scurrg.  2 missiles go off first, if they each get 5 hits, that's a dead Scurrg thanks to Crack Shot.  If there's a hit point left over, Bomber primaries with Crack Shot can probably take it down.  The 4th Bomber then drops its Cruise Missile into the second Scurrg.  So 1.5 Scurrgs down, 1 Bomber down.  At the end of Turn 2, odds are its 3 Bombers to 1 Scurrg.  It's a joust, though, so there's a lot of variation possible, and dials matter.

    Agreed - I think with a bit of practice against Cruise Missiles, one might learn how to avoid their maximum damage.

     


  6. Just now, Crit Happens said:

    You can do 4 gamma squadron vets with deadeye and cruise missiles. Now a Scurrg dies before it fires.

    Solid point. It will take 3 high speed cruise missiles to down a Scurrg, while the Scurrgs will reply with 2 homing missiles to down a bomber. Then the initial engagement is over and I think I'd favor the 2 remaining Scurrgs with their 3 dice primary, 10 HP and better dial (or 1 Scurrg and 1 bumpmaster) vs. the 3 bombers with 2 dice primary and 6 HP, but it would not be a given either way, in my opinion.


  7. 1 hour ago, JasonCole said:

    The jumpmaster is cheaper, has a PWT and +1 agi, a large base for superblocks, and a white facing reversal for ordinance. The scurrg has none of these.

    I can take 4x Scimitar Bombers with LRS, Homing Missiles, and seismic charges for 100 points.

    Edit- +1 vote for 3 scurrgs being a lollist.

    It's true that the jumpmaster is cheaper and has other advantages, but I think the point is that the Scurrg is is a small ship and can take Deadeye. Compared in a head-to-head with the TIE Bomber list you mentioned, the Scurrgs have a higher Pilot Skill and will kill a Bomber before it fires.


  8. 1 hour ago, PhantomFO said:

    Not quite. A Lok with Deadeye, Cruise Missiles, Extra Munitions and Chips is 32 points, so you have 4 points left to play with in a triple list. However, they are notably weaker than the triple Jumps were.

    - 10 health behind 1 agility is weaker than 9 health behind 2, though they don't give up half points if you fail to kill them.
    - No white turnaround maneuver, no green hard turns.
    - No PWT, so can't keep shooting every turn and vulnerable to arc-dodging. Only enough points for two AB turrets.
    - Cannot take R4 Agromech or Overclocked R4s.
    - Small base makes it harder to set up blocks on targets.
    - Cruise missiles really rely on speed 3-4 moves to be effective, so can't slow-roll. Could compensate by running Cruise/Plasma instead of EM, but then you only have room for one crew member.

    I don't think Cruise Missiles are the way to go with these. Homing Missiles are where it's at. Here's a Double Scurrg & Bumpmaster:

    Lok Revenant (26)
    Deadeye (1)
    Extra Munitions (2)
    Homing Missiles (5)
    Boba Fett (1)
    Guidance Chips (0)

    Lok Revenant (26)
    Deadeye (1)
    Extra Munitions (2)
    Homing Missiles (5)
    Zuckuss (1)
    Guidance Chips (0)

    Contracted Scout (25)
    Adaptability (0)
    Intelligence Agent (1)
    Rigged Cargo Chute (1)

    Total: 97

    View in Yet Another Squad Builder


  9. With Deadeye he doesn't need high PS to get TL, so that's a clear benefit. He might get PS-killed before delivering his package, however. Veteran's Instincts is a good attempt at solving both problems, but it only puts him up to 8, and there's plenty of things at PS 9 at which he'd like to fire his missile. 

    There are a few options to add some certainty to Blount's ability to deliver his missile. You could put Deadeye on Lt. Blount and use Roark Garnet to make Blount PS 12 during the combat phase, or use Swarm Tactics on a PS 9 or 10 ship (Tycho with VI and Swarm Tactics?). You don't need Deadeye if you can get him a TL from another source like Squad Leader, Targeting Synchronizer, Shara Bey, Dutch Vander, Lando, Airen Cracken, or Ahsoka Tano.


  10. I think I'll get 1 of each to start, maybe a second Aggressor if it turns out I want another Intensity.  I foresee lots of H-6 selling for 3x Deadeye Scurrgs (if the missing generic has an EPT). I could be wrong, it's happened once or twice in my life. 


  11. I have all the epic ships and had never put them on the table until I played Heroes of the Aturi Cluster. I really enjoyed the big guys and can't wait to try more stuff with them. 

    Lots of X-Wing miniatures fans like me got into this game at least partly because of nostalgia for the X-Wing and TIE Fighter video games. One of my favorites parts of those games was energy management. Epic ships let me do that! ^_^


  12. 2 minutes ago, Joe Censored said:

    Interesting since throughout the preview article they phrase it as "Although the Auzituck gunship's primary weapon boasts a full 180-degree forward firing arc..." with no mention of aux arcs.  I hope they make this clear then. 

    In the spread photo for the pack you can also see an Auxiliary F- reference card. There's no reason to expect this to be any different from the YV-666 in this regard.


  13. 1 hour ago, Joe Censored said:

    Snap Shot on the Wookie Gunship is what might end up being amazing. 

    Wullffwarro when satisfying the pilot ability will be able to snap with 3 dice with a 180 degree firing arc. More damage from a snap, higher chance of a snap, and better chance of multiple snaps in the same round. 


    Wullf's extra die would be applied to Snap Shot, but as a secondary weapon, it would still only fire out of the front 90 degree arc. Take a look at the picture of the ship tile. It has a printed normal primary arc like every ship does and a special Auxiliary Arc on either side that extends it to 180 degress.

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